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General Tabletop Discussion
*TTRPGs General
Treasure - how do you give it out?
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<blockquote data-quote="FireLance" data-source="post: 2606664" data-attributes="member: 3424"><p>Yeah, it sounds a little strange on first reading, doesn't it? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But really, it's just an abstraction for how the characters get better equipment. The first time I did this, the explanation was that the characters all belonged to organizations that kept them supplied with equipment appropriate to their level. So, it wasn't so much a question of equipment magically appearing and disappearing, but the characters bringing all their old equipment back to the organization's quartermaster and getting new stuff (in between adventures, of course). In a way, it's like the segment in a James Bond movie in which Q gives him his gadgets.</p><p></p><p>Along the way, other "handwaves" developed. Maybe the characters actually did find the stuff in the BBEG's lair. Or maybe they were given a reward by grateful townsfolk, or by the rich merchant they rescued. Or maybe they unlocked new abilities in an existing item, so that the <em>+1 longsword</em> that was plunged into the dark heart of a babau during the last adventure (the player rolled a crit, and killed it) now thirsts for the blood of other fiends and becomes a <em>+1 evil outsider bane longsword</em>.</p><p></p><p>The creative player can have fun coming up with all sorts of fanciful explanations how he got his gear. The dedicated min-maxer can have fun squeezing out the maximum amount of advantage he can get from his last 10 gp. The DM doesn't have to worry about giving out too much or too little treasure, or second-guessing what items the players want. So far, it's worked pretty well for my group.</p></blockquote><p></p>
[QUOTE="FireLance, post: 2606664, member: 3424"] Yeah, it sounds a little strange on first reading, doesn't it? :) But really, it's just an abstraction for how the characters get better equipment. The first time I did this, the explanation was that the characters all belonged to organizations that kept them supplied with equipment appropriate to their level. So, it wasn't so much a question of equipment magically appearing and disappearing, but the characters bringing all their old equipment back to the organization's quartermaster and getting new stuff (in between adventures, of course). In a way, it's like the segment in a James Bond movie in which Q gives him his gadgets. Along the way, other "handwaves" developed. Maybe the characters actually did find the stuff in the BBEG's lair. Or maybe they were given a reward by grateful townsfolk, or by the rich merchant they rescued. Or maybe they unlocked new abilities in an existing item, so that the [I]+1 longsword[/I] that was plunged into the dark heart of a babau during the last adventure (the player rolled a crit, and killed it) now thirsts for the blood of other fiends and becomes a [I]+1 evil outsider bane longsword[/I]. The creative player can have fun coming up with all sorts of fanciful explanations how he got his gear. The dedicated min-maxer can have fun squeezing out the maximum amount of advantage he can get from his last 10 gp. The DM doesn't have to worry about giving out too much or too little treasure, or second-guessing what items the players want. So far, it's worked pretty well for my group. [/QUOTE]
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Treasure - how do you give it out?
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